using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace project_phoenix.source
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        ScreenManager screenManager;
        //EntityManager entityManager;
        //Globals globals;


        public Game1()
        {
            Content.RootDirectory = "Content";

            // Create components.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);


            screenManager.AddScreen(new MainMenuScreen(), null);
            Console.ForegroundColor = ConsoleColor.DarkGreen;

            // Setup our game systems
            GameSystems.Audio = new AudioSystem(this);
            GameSystems.Input = new InputSystem(this);
            GameSystems.Graphics = new GraphicsSystem(this, "Project Phoenix", 1280, 720);
            GameSystems.Particles = new ParticleSystem(this);


            // add a gamer-services component, which is required for the storage APIs
            Components.Add(new GamerServicesComponent(this));
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameSystems.Audio.Initialize();
            GameSystems.Input.Initialize();
            GameSystems.Graphics.Initialize();
            GameSystems.Particles.Initialize();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            GameGlobals.Content = Content;
            GameSystems.Particles.LoadContent();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // Update our game systems
            GameSystems.Audio.Update(gameTime);
            GameSystems.Input.Update(gameTime);
            GameSystems.Graphics.Update(gameTime);
            GameSystems.Particles.Update(gameTime);

            if (GameSystems.Input.CheckKeyPress(Keys.P))
            {
                GameSystems.Audio.PlaySoundCue("requiem");
            }
            if (GameSystems.Input.CheckKeyPress(Keys.O))
            {
                GameSystems.Audio.StopSoundCue("requiem");
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GameSystems.Graphics.ClearScreenToColor(Color.Black);

            GameSystems.Graphics.BeginSprites();
                GameSystems.Particles.Draw();
            GameSystems.Graphics.EndSprites();

            base.Draw(gameTime);
        }
    }
}
